Skada:AddLoadableModule("Damage", nil, function(Skada, L)
	if Skada.db.profile.modulesBlocked.Damage then return end

	local mod = Skada:NewModule(L["Damage"])
	local dpsmod = Skada:NewModule(L["DPS"])
	local playermod = Skada:NewModule(L["Damage spell list"])
	local spellmod = Skada:NewModule(L["Damage spell details"])
	local damagedmod = Skada:NewModule(L["Damaged mobs"])
        
    local pairs = pairs
    local ipairs = ipairs
        
	local function getDPS(set, player)
		local totaltime = Skada:PlayerActiveTime(set, player)

		return player.damage / math.max(1,totaltime)
	end

	local function getRaidDPS(set)
		if set.time > 0 then
			return set.damage / math.max(1, set.time)
		else
			local endtime = set.endtime
			if not endtime then
				endtime = time()
			end
			return set.damage / math.max(1, endtime - set.starttime)
		end
	end

	local function log_damage(set, dmg)
		-- Get the player.
		local player = Skada:get_player(set, dmg.playerid, dmg.playername)
		if player then

			-- Subtract overkill
	--		local amount = math.max(0,dmg.amount - dmg.overkill)
			-- Or don't. Seems to be the way other meters do it.
			local amount = dmg.amount
	--		self:Print(player.name..": "..dmg.spellname.." for "..tostring(amount))

			-- Also add to set total damage.
			set.damage = set.damage + amount

			-- Add spell to player if it does not exist.
			if not player.damagespells[dmg.spellname] then
				player.damagespells[dmg.spellname] = {id = dmg.spellid, totalhits = 0, damage = 0, school = dmg.school}
			end

			-- Add to player total damage.
			player.damage = player.damage + amount

			-- Get the spell from player.
			local spell = player.damagespells[dmg.spellname]

            spell.totalhits = spell.totalhits + 1

            if spell.max == nil or amount > spell.max then
                spell.max = amount
            end

            if (spell.min == nil or amount < spell.min) and not dmg.missed then
                spell.min = amount
            end

			spell.damage = spell.damage + amount

			if dmg.critical then
				spell.critical = (spell.critical or 0) + 1
				spell.criticalamount = (spell.criticalamount or 0) + amount
                if not spell.criticalmax or amount > spell.criticalmax then
                    spell.criticalmax = amount
                end
                if not spell.criticalmin or amount < spell.criticalmin then
                    spell.criticalmin = amount
                end
			elseif dmg.missed ~= nil then
				spell[dmg.missed] = (spell[dmg.missed] or 0) + 1
			elseif dmg.glancing then
				spell.glancing = (spell.glancing or 0) + 1
			elseif dmg.crushing then
				spell.crushing = (spell.crushing or 0) + 1
			else
				spell.hit = (spell.hit or 0) + 1
                spell.hitamount = (spell.hitamount or 0) + amount
                if not spell.hitmax or amount > spell.hitmax then
                    spell.hitmax = amount
                end
                if not spell.hitmin or amount < spell.hitmin then
                    spell.hitmin = amount
                end
			end

			-- For now, only save damaged info to current set.
			-- Saving this to Total may become a memory hog deluxe, and besides, it does not make much sense
			-- to see in Total. Why care which particular mob you damaged the most in a whole raid, for example?
			if set == Skada.current and dmg.dstname and amount > 0 then
				-- Make sure destination exists in player.
				if not player.damaged[dmg.dstname] then
					player.damaged[dmg.dstname] = 0
				end

				-- Add to destination.
				player.damaged[dmg.dstname] = player.damaged[dmg.dstname] + amount
			end

		end
	end

	local dmg = {}

	local function SpellDamage(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, spellId, spellName, spellSchool, samount, soverkill, sschool, sresisted, sblocked, sabsorbed, scritical, sglancing, scrushing, soffhand)
		-- Spell damage.
		if srcGUID ~= dstGUID then
			-- XXX WoD quick fix for Mage's Prismatic Crystal talent
			-- All damage done to the crystal is transferred, so ignore it
            -- Now with extra Legion "quick fix" for Warlock's Soul Effigy!
			if dstGUID:match("^Creature%-0%-%d+%-%d+%-%d+%-76933%-%w+$") or dstGUID:match("^Creature%-0%-%d+%-%d+%-%d+%-103679%-%w+$") then
				return
			end

			dmg.playerid = srcGUID
			dmg.playerflags = srcFlags
			dmg.dstname = dstName
			dmg.playername = srcName
			dmg.spellid = spellId
			dmg.spellname = spellName
			dmg.amount = samount
			dmg.overkill = soverkill
			dmg.resisted = sresisted
			dmg.blocked = sblocked
			dmg.absorbed = sabsorbed
			dmg.critical = scritical
			dmg.glancing = sglancing
			dmg.crushing = scrushing
			dmg.offhand = soffhand
			dmg.missed = nil
            dmg.school = spellSchool

			Skada:FixPets(dmg)
			log_damage(Skada.current, dmg)
			log_damage(Skada.total, dmg)
		end
	end

	local function SwingDamage(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, samount, soverkill, sschool, sresisted, sblocked, sabsorbed, scritical, sglancing, scrushing, soffhand)
		-- White melee.
		if srcGUID ~= dstGUID then
			dmg.playerid = srcGUID
			dmg.playername = srcName
			dmg.playerflags = srcFlags
			dmg.dstname = dstName
			dmg.spellid = 6603
			dmg.spellname = L["Attack"]
			dmg.amount = samount
			dmg.overkill = soverkill
			dmg.resisted = sresisted
			dmg.blocked = sblocked
			dmg.absorbed = sabsorbed
			dmg.critical = scritical
			dmg.glancing = sglancing
			dmg.crushing = scrushing
			dmg.offhand = soffhand
			dmg.missed = nil
            dmg.school = 0x01

			Skada:FixPets(dmg)
			log_damage(Skada.current, dmg)
			log_damage(Skada.total, dmg)
		end
	end

	local function SpellAbsorbed(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...)
        local chk = ...
        local spellId, spellName, spellSchool, aGUID, aName, aFlags, aRaidFlags, aspellId, aspellName, aspellSchool, aAmount

        if type(chk) == "number" then
            -- Spell event
            spellId, spellName, spellSchool, aGUID, aName, aFlags, aRaidFlags, aspellId, aspellName, aspellSchool, aAmount = ...
            
            -- Exclude Spirit Shift damage
            if aspellId == 184553 then
                return
            end
                
            if aAmount then
                SpellDamage(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, spellId, spellName, spellSchool, aAmount)
            end
        else
            -- Swing event
            aGUID, aName, aFlags, aRaidFlags, aspellId, aspellName, aspellSchool, aAmount = ...

            -- Exclude Spirit Shift damage
            if aspellId == 184553 then
                return
            end
                
            if aAmount then
                SwingDamage(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, aAmount)   
            end
        end
    end
        
	local function SwingMissed(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, missed)
		if srcGUID ~= dstGUID then
			-- Melee misses

			dmg.playerid = srcGUID
			dmg.playername = srcName
			dmg.playerflags = srcFlags
			dmg.dstname = dstName
			dmg.spellid = 6603
			dmg.spellname = L["Attack"]
			dmg.amount = 0
			dmg.overkill = 0
			dmg.resisted = nil
			dmg.blocked = nil
			dmg.absorbed = nil
			dmg.critical = nil
			dmg.glancing = nil
			dmg.crushing = nil
			dmg.offhand = nil
			dmg.missed = missed

			Skada:FixPets(dmg)
			log_damage(Skada.current, dmg)
			log_damage(Skada.total, dmg)
		end
	end

	local function SpellMissed(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, spellId, spellName, spellSchool, missType)
		-- Misses
		if srcGUID ~= dstGUID then
			dmg.playerid = srcGUID
			dmg.playername = srcName
			dmg.playerflags = srcFlags
			dmg.dstname = dstName
			dmg.spellid = spellId
			dmg.spellname = spellName
			dmg.amount = 0
			dmg.overkill = 0
			dmg.resisted = nil
			dmg.blocked = nil
			dmg.absorbed = nil
			dmg.critical = nil
			dmg.glancing = nil
			dmg.crushing = nil
			dmg.offhand = nil
			dmg.missed = missType

			Skada:FixPets(dmg)
			log_damage(Skada.current, dmg)
			log_damage(Skada.total, dmg)
		end
	end

	-- Damage overview.
	function mod:Update(win, set)
		-- Max value.
		local max = 0

		local nr = 1
		for i, player in ipairs(set.players) do
			if player.damage > 0 then
				local dps = getDPS(set, player)

				local d = win.dataset[nr] or {}
				win.dataset[nr] = d
				d.label = player.name

				d.valuetext = Skada:FormatValueText(
					Skada:FormatNumber(player.damage), self.metadata.columns.Damage,
					Skada:FormatNumber(dps), self.metadata.columns.DPS,
					string.format("%02.1f%%", player.damage / set.damage * 100), self.metadata.columns.Percent
				)

				d.value = player.damage
				d.id = player.id
				d.class = player.class
				d.role = player.role
				if player.damage > max then
					max = player.damage
				end
				nr = nr + 1
			end
		end

		win.metadata.maxvalue = max
	end

	-- Tooltip for a specific player.
	local function dps_tooltip(win, id, label, tooltip)
		local set = win:get_selected_set()
		local player = Skada:find_player(set, id)
		if player then
            local activetime = Skada:PlayerActiveTime(set, player)
			local totaltime = Skada:GetSetTime(set)
			tooltip:AddLine(player.name.." - "..L["DPS"])
			tooltip:AddDoubleLine(L["Segment time"], totaltime.."s", 255,255,255,255,255,255)
			tooltip:AddDoubleLine(L["Active time"], activetime.."s", 255,255,255,255,255,255)
			tooltip:AddDoubleLine(L["Damage done"], Skada:FormatNumber(player.damage), 255,255,255,255,255,255)
			tooltip:AddDoubleLine(Skada:FormatNumber(player.damage) .. " / " .. activetime .. ":", ("%02.1f"):format(player.damage / math.max(1,activetime)), 255,255,255,255,255,255)

		end
	end

	-- Tooltip for a specific player.
	local function player_tooltip(win, id, label, tooltip)
		local player = Skada:find_player(win:get_selected_set(), playermod.playerid)
		if player then
			local spell = player.damagespells[label]
			if spell then
                tooltip:AddLine(player.name.." - "..label)
                if spell.school then
                    local c = _G.CombatLog_Color_ColorArrayBySchool(spell.school)
                    if c then
                        tooltip:AddLine(GetSchoolString(spell.school), c.r, c.g, c.b)
                    end
                end
				if spell.max and spell.min then
					tooltip:AddDoubleLine(L["Minimum hit:"], Skada:FormatNumber(spell.min), 255,255,255,255,255,255)
					tooltip:AddDoubleLine(L["Maximum hit:"], Skada:FormatNumber(spell.max), 255,255,255,255,255,255)
				end
				tooltip:AddDoubleLine(L["Average hit:"], Skada:FormatNumber(spell.damage / spell.totalhits), 255,255,255,255,255,255)
			end
		end
	end

	-- Tooltip for a specific player.
	-- This is a post-tooltip
	local function damage_tooltip(win, id, label, tooltip)
		local set = win:get_selected_set()
		local player = Skada:find_player(set, id)
		--ChatFrame4:AddMessage(("Set: %s, id: %s"):format(set, id))
		if player then
			local activetime = Skada:PlayerActiveTime(set, player)
			local totaltime = Skada:GetSetTime(set)
			tooltip:AddDoubleLine(L["Activity"], ("%02.1f%%"):format(activetime/math.max(1,totaltime)*100), 255,255,255,255,255,255)
		end
	end

	function playermod:Enter(win, id, label)
		local player = Skada:find_player(win:get_selected_set(), id)
		if player then
			playermod.playerid = id
			playermod.title = player.name..L["'s Damage"]
		end
	end

	-- Detail view of a player.
	function playermod:Update(win, set)
		-- View spells for this player.

		local player = Skada:find_player(set, self.playerid)
		local max = 0

		-- If we reset we have no data.
		if player then

			local nr = 1
			if player then
				for spellname, spell in pairs(player.damagespells) do

					local d = win.dataset[nr] or {}
					win.dataset[nr] = d
					d.label = spellname
					d.id = spellname
					local _, _, icon = GetSpellInfo(spell.id)
					d.icon = icon
					d.spellid = spell.id
					d.value = spell.damage
                    if spell.school then
                        d.spellschool = spell.school
                    end
                        
					d.valuetext = Skada:FormatValueText(
						Skada:FormatNumber(spell.damage), self.metadata.columns.Damage,
						string.format("%02.1f%%", spell.damage / player.damage * 100), self.metadata.columns.Percent
					)
					if spell.damage > max then
						max = spell.damage
					end
					nr = nr + 1
				end
			end
		end

		win.metadata.maxvalue = max
	end

	function damagedmod:Enter(win, id, label)
		local player = Skada:find_player(win:get_selected_set(), id)
		damagedmod.playerid = id
		damagedmod.title = (player and player.name or "Unknown")..L["'s "]..L["Damaged mobs"]
	end

	-- Player view showing damaged mobs.
	function damagedmod:Update(win, set)
		local player = Skada:find_player(set, self.playerid)
		local max = 0

		-- If we reset we have no data.
		if player then

			local nr = 1
			if player then
				for mob, amount in pairs(player.damaged) do

					local d = win.dataset[nr] or {}
					win.dataset[nr] = d
					d.label = mob
					d.id = mob
					d.value = amount
					d.valuetext = Skada:FormatValueText(
						Skada:FormatNumber(amount), self.metadata.columns.Damage,
						string.format("%02.1f%%", amount / player.damage * 100), self.metadata.columns.Percent
					)
					if amount > max then
						max = amount
					end
					nr = nr + 1
				end
			end
		end

		win.metadata.maxvalue = max
	end

	local function add_detail_bar(win, title, value)
		local nr = spellmod.nr + 1
		spellmod.nr = nr
		local d = win.dataset[nr] or {}
		win.dataset[nr] = d

		d.value = value
		d.label = title
		d.id = title
		d.valuetext = Skada:FormatValueText(
			value, mod.metadata.columns.Damage,
			string.format("%02.1f%%", value / spellmod.totalhits * 100), mod.metadata.columns.Percent
		)

		win.metadata.maxvalue = math.max(win.metadata.maxvalue, value)
	end

	function spellmod:Enter(win, id, label)
		local player = Skada:find_player(win:get_selected_set(), playermod.playerid)
        if player then
            spellmod.spellname = label
            spellmod.playerid = playermod.playerid
            spellmod.title = player.name..L["'s "]..label
        end
	end

	function spellmod:Update(win, set)
		local player = Skada:find_player(set,playermod.playerid)

		if player then
			local spell = player.damagespells[self.spellname]

			if spell then
				spellmod.totalhits = spell.totalhits
				spellmod.nr = 0
				win.metadata.maxvalue = 0

				if spell.hit and spell.hit > 0 then
					add_detail_bar(win, L["Hit"], spell.hit)
				end
				if spell.critical and spell.critical > 0 then
					add_detail_bar(win, L["Critical"], spell.critical)
				end
				if spell.glancing and spell.glancing > 0 then
					add_detail_bar(win, L["Glancing"], spell.glancing)
				end
				if spell.crushing and spell.crushing > 0 then
					add_detail_bar(win, L["Crushing"], spell.crushing)
				end
				if spell.ABSORB and spell.ABSORB > 0 then
					add_detail_bar(win, L["Absorb"], spell.ABSORB)
				end
				if spell.BLOCK and spell.BLOCK > 0 then
					add_detail_bar(win, L["Block"], spell.BLOCK)
				end
				if spell.DEFLECT and spell.DEFLECT > 0 then
					add_detail_bar(win, L["Deflect"], spell.DEFLECT)
				end
				if spell.DODGE and spell.DODGE > 0 then
					add_detail_bar(win, L["Dodge"], spell.DODGE)
				end
				if spell.EVADE and spell.EVADE > 0 then
					add_detail_bar(win, L["Evade"], spell.EVADE)
				end
				if spell.IMMUNE and spell.IMMUNE > 0 then
					add_detail_bar(win, L["Immune"], spell.IMMUNE)
				end
				if spell.MISS and spell.MISS > 0 then
					add_detail_bar(win, L["Missed"], spell.MISS)
				end
				if spell.PARRY and spell.PARRY > 0 then
					add_detail_bar(win, L["Parry"], spell.PARRY)
				end
				if spell.REFLECT and spell.REFLECT > 0 then
					add_detail_bar(win, L["Reflect"], spell.REFLECT)
				end
				if spell.RESIST and spell.RESIST > 0 then
					add_detail_bar(win, L["Resist"], spell.RESIST)
				end

			end
		end

	end
        
	-- Tooltip for a specific player spell.
	local function spellmod_tooltip(win, id, label, tooltip)
		local set = win:get_selected_set()
		local player = Skada:find_player(set, spellmod.playerid)
		--ChatFrame4:AddMessage(("Set: %s, id: %s"):format(set, id))
		if player then
			local spell = player.damagespells[spellmod.spellname]

			if spell then
				tooltip:AddLine(player.name.." - "..spellmod.spellname)
				if label == L["Critical"] and spell.criticalamount then
					tooltip:AddDoubleLine(L["Minimum"], Skada:FormatNumber(spell.criticalmin), 255,255,255,255,255,255)
					tooltip:AddDoubleLine(L["Maximum"], Skada:FormatNumber(spell.criticalmax), 255,255,255,255,255,255)
                    tooltip:AddDoubleLine(L["Average"], Skada:FormatNumber(spell.criticalamount / spell.critical), 255,255,255,255,255,255)
				end
				if label == L["Hit"] and spell.hitamount then
					tooltip:AddDoubleLine(L["Minimum"], Skada:FormatNumber(spell.hitmin), 255,255,255,255,255,255)
					tooltip:AddDoubleLine(L["Maximum"], Skada:FormatNumber(spell.hitmax), 255,255,255,255,255,255)
                    tooltip:AddDoubleLine(L["Average"], Skada:FormatNumber(spell.hitamount / spell.hit), 255,255,255,255,255,255)
				end
            end
		end
	end
        

	-- DPS-only view
	function dpsmod:GetSetSummary(set)
		return Skada:FormatNumber(getRaidDPS(set))
	end

	function dpsmod:Update(win, set)
		local max = 0
		local nr = 1

		for i, player in ipairs(set.players) do
			local dps = getDPS(set, player)

			if dps > 0 then
				local d = win.dataset[nr] or {}
				win.dataset[nr] = d
				d.label = player.name
				d.id = player.id
				d.value = dps
				d.class = player.class
				d.role = player.role
				d.valuetext = Skada:FormatNumber(dps)
				if dps > max then
					max = dps
				end

				nr = nr + 1
			end
		end

		win.metadata.maxvalue = max
	end

	function mod:OnEnable()
		dpsmod.metadata = 		{showspots = true, tooltip = dps_tooltip, click1 = playermod, click2 = damagedmod, icon = "Interface\\Icons\\Inv_throwingaxe_02"}
		playermod.metadata = 	{tooltip = player_tooltip, click1 = spellmod, columns = {Damage = true, Percent = true}}
		mod.metadata = 			{post_tooltip = damage_tooltip, showspots = true, click1 = playermod, click2 = damagedmod, columns = {Damage = true, DPS = true, Percent = true}, icon = "Interface\\Icons\\Inv_throwingaxe_01"}
		damagedmod.metadata = 	{columns = {Damage = true, Percent = true}}
		spellmod.metadata =		{tooltip = spellmod_tooltip, columns = {Damage = true, Percent = true}}

		Skada:RegisterForCL(SpellDamage, 'DAMAGE_SHIELD', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellDamage, 'SPELL_DAMAGE', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellAbsorbed, 'SPELL_ABSORBED', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellDamage, 'SPELL_PERIODIC_DAMAGE', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellDamage, 'SPELL_BUILDING_DAMAGE', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellDamage, 'RANGE_DAMAGE', {src_is_interesting = true, dst_is_not_interesting = true})

		Skada:RegisterForCL(SwingDamage, 'SWING_DAMAGE', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SwingMissed, 'SWING_MISSED', {src_is_interesting = true, dst_is_not_interesting = true})

		Skada:RegisterForCL(SpellMissed, 'SPELL_MISSED', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellMissed, 'SPELL_PERIODIC_MISSED', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellMissed, 'RANGE_MISSED', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellMissed, 'SPELL_BUILDING_MISSED', {src_is_interesting = true, dst_is_not_interesting = true})

		Skada:AddFeed(L["Damage: Personal DPS"], function()
			if Skada.current then
				local player = Skada:find_player(Skada.current, UnitGUID("player"))
				if player then
					return Skada:FormatNumber(getDPS(Skada.current, player)).." "..L["DPS"]
				end
			end
		end)
		Skada:AddFeed(L["Damage: Raid DPS"], function()
			if Skada.current then
				return Skada:FormatNumber(getRaidDPS(Skada.current)).." "..L["RDPS"]
			end
		end)
		Skada:AddMode(self, L["Damage"])
	end

	function mod:OnDisable()
		Skada:RemoveMode(self)

		Skada:RemoveFeed(L["Damage: Personal DPS"])
		Skada:RemoveFeed(L["Damage: Raid DPS"])
	end

	function dpsmod:OnEnable()
		Skada:AddMode(self, L["Damage"])
	end

	function dpsmod:OnDisable()
		Skada:RemoveMode(self)
	end

	function mod:AddToTooltip(set, tooltip)
		GameTooltip:AddDoubleLine(L["DPS"], Skada:FormatNumber(getRaidDPS(set)), 1,1,1)
	end

	function mod:GetSetSummary(set)
		return Skada:FormatValueText(
			Skada:FormatNumber(set.damage), self.metadata.columns.Damage,
			Skada:FormatNumber(getRaidDPS(set)), self.metadata.columns.DPS
		)
	end

	-- Called by Skada when a new player is added to a set.
	function mod:AddPlayerAttributes(player)
		if not player.damage then
			player.damage = 0
			player.damagespells = {}
		end
		if not player.damaged then
			player.damaged = {}
		end
	end

	-- Called by Skada when a new set is created.
	function mod:AddSetAttributes(set)
		if not set.damage then
			set.damage = 0
		end
	end
end)

